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using UnityEngine; | |
using System.Collections; | |
/* | |
Runtime use: | |
To be available, AirPlay needs to be switched on for the device either via a native AirPlay UI component or | |
via the global AirPlay mirroring setting. Your options are: | |
A: Modify your Xcode project to layer a native AirPlay Cocoa control somewhere over your Unity content. |
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# Do you like python named parameters (kvargs) ? | |
# Well, you can have it in bash too!! | |
$ function myfunc() { local $*; echo "foo=$foo, bar=$bar"; } | |
$ myfunc bar=world foo=hello | |
foo=hello, bar=world |
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var win = Ti.UI.currentWindow; | |
Titanium.PageFlip = Ti.PageFlip = require('ti.pageflip'); | |
var pdf = 'http://assets.appcelerator.com.s3.amazonaws.com/docs/Appcelerator-IDC-Q1-2011-Mobile-Developer-Report.pdf'; | |
var fileName = pdf.split('/').pop(); | |
var pdfFile = Ti.Filesystem.getFile(Ti.Filesystem.applicationDataDirectory, fileName); | |
function downloadPDF() { | |
var progressBar = Ti.UI.createProgressBar({ max: 1, min: 0, value: 0, visible: true }); | |
win.add(progressBar); |